// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Components/Button.h"
#include "UI/Core/RuleWidget.h"
#include "UI_HallMenuSystem.generated.h"

class UUI_MainHall;
class UButton;
/**
 * 
 */
UCLASS()
class TF_20240717_API UUI_HallMenuSystem : public URuleWidget
{
	GENERATED_BODY()

	UPROPERTY(meta=(BindWidget))
	UButton* GameStartButton;

	// 秘境，DLC相关
	UPROPERTY(meta=(BindWidget))
	UButton* SecretTerritoryButton;
	
	UPROPERTY(meta=(BindWidget))
	UButton* HistoryButton;

	UPROPERTY(meta=(BindWidget))
	UButton* GameSettingsButton;

	// 教程网站
	UPROPERTY(meta=(BindWidget))
	UButton* TutorialWebsiteButton;

	UPROPERTY(meta=(BindWidget))
	UButton* BrowserButton;

	// 特殊内容
	UPROPERTY(meta=(BindWidget))
	UButton* SpecialContentButton;

	UPROPERTY(meta=(BindWidget))
	UButton* QuiteGameButton;

	UPROPERTY()
	UUI_MainHall* Owner;

public:
	virtual void NativeConstruct() override;

	// 放在 UI_MainHall 中的绑定方式。
	// void BindGameStart(FOnButtonClickedEvent ClickedEvent);
	
	UFUNCTION()
	void GameStart();
	UFUNCTION()
	void SecretTerritory();
	UFUNCTION()
	void History();
	UFUNCTION()
	void GameSettings();
	UFUNCTION()
	void TutorialWebsite();
	UFUNCTION()
	void Browser();
	UFUNCTION()
	void SpecialContent();
	UFUNCTION()
	void QuiteGame();


	void SetOwner(UUI_MainHall* NewOwner);
};
